原来的代码全部删除,进行了深层次重构,得其意而忘其言。得意之处有二:
1.关于显示
以 StoneSize 属性为依托,在 set 中加了一句:Width = Height = m_StoneSize * 19;以此来控制棋盘大小。所有的对象在 Init() 方法中创建,而具体的渲染在 Redraw() 方法中完成。这种创建与重绘相分开的办法,使调整大小时进行重绘更简单易行。这两个方法的代码如下:
1 void Init() 2 { 3 // 线 4 for (int i = 0; i < 19; i++) { 5 m_LinesH[i] = new Line(); 6 m_LinesH[i].Stroke = Brushes.Black; 7 m_Canvas.Children.Add(m_LinesH[i]); 8 9 m_LinesV[i] = new Line(); 10 m_LinesV[i].Stroke = Brushes.Black; 11 m_Canvas.Children.Add(m_LinesV[i]); 12 } 13 14 // 星 15 for (int j = 0; j < 3; j++) { 16 for (int i = 0; i < 3; i++) { 17 m_Stars[i, j] = new Ellipse(); 18 m_Stars[i, j].Fill = Brushes.Black; 19 m_Canvas.Children.Add(m_Stars[i, j]); 20 } 21 } 22 23 for (int i = 0; i < 19; i++) { 24 for (int j = 0; j < 19; j++) { 25 m_Stones[i, j] = new Ellipse(); 26 m_Stones[i, j].Visibility = Visibility.Hidden; 27 m_Canvas.Children.Add(m_Stones[i, j]); 28 29 m_Numbers[i, j] = new TextBlock(); 30 m_Numbers[i, j].Background = Brushes.Transparent; 31 m_Numbers[i, j].Visibility = Visibility.Hidden; 32 m_Canvas.Children.Add(m_Numbers[i, j]); 33 34 m_Steps[i, j] = new Step(); 35 m_Steps[i, j].Row = i; 36 m_Steps[i, j].Col = j; 37 m_EmptySteps.Add(m_Steps[i, j]); 38 m_AllSteps.Add(m_Steps[i, j]); 39 } 40 } 41 42 // 当前标志 43 m_CurrentRect.Visibility = System.Windows.Visibility.Hidden; 44 m_CurrentRect.Fill = Brushes.Red; 45 m_Canvas.Children.Add(m_CurrentRect); 46 47 for (int i = 0; i < 19; i++) { 48 for (int j = 0; j < 19; j++) { 49 Rectangle rect = new Rectangle(); 50 rect.Visibility = System.Windows.Visibility.Hidden; 51 m_EmptyRects[i, j] = rect; 52 m_Canvas.Children.Add(m_EmptyRects[i,j]); 53 54 } 55 } 56 }
1 public void Redraw() 2 { 3 // 画线 4 for (int i = 0; i < 19; i++) { 5 Line l = m_LinesH[i]; 6 int y = i * StoneSize + StoneSize / 2; 7 l.X1 = StoneSize / 2; 8 l.Y1 = y; 9 l.X2 = 19 * StoneSize - StoneSize / 2; 10 l.Y2 = y; 11 12 l = m_LinesV[i]; 13 int x = i * StoneSize + StoneSize / 2; 14 l.X1 = x; 15 l.Y1 = StoneSize / 2; 16 l.X2 = x; 17 l.Y2 = 19 * StoneSize - StoneSize / 2; 18 } 19 20 // 画星 21 for (int j = 0; j < 3; j++) { 22 for (int i = 0; i < 3; i++) { 23 Ellipse e = m_Stars[i, j]; 24 e.Width = e.Height = StoneSize / 3; 25 double left = 4 * StoneSize + j * 6 * StoneSize - StoneSize / 2 - e.Width / 2; 26 double top = 4 * StoneSize + i * 6 * StoneSize - StoneSize / 2 - e.Height / 2; 27 Canvas.SetLeft(e, left); 28 Canvas.SetTop(e, top); 29 } 30 } 31 32 // Stones and Numbers 33 for (int i = 0; i < 19; i++) { 34 for (int j = 0; j < 19; j++) { 35 var stone = m_Stones[i, j]; 36 stone.Width = stone.Height = StoneSize; 37 Canvas.SetLeft(stone, j * StoneSize); 38 Canvas.SetTop(stone, i * StoneSize); 39 40 ShowNumber(i, j, m_Steps[i, j].StepCount); 41 } 42 } 43 44 // 点目标志 45 if (IsShowMesh) 46 for (int i = 0; i < 19; i++) { 47 for (int j = 0; j < 19; j++) { 48 var rect = m_EmptyRects[i, j]; 49 rect.Width = rect.Height = m_CurrentRect.Width; 50 double offset = (StoneSize - rect.Width) / 2.0; 51 Canvas.SetLeft(rect, j * StoneSize + offset); 52 Canvas.SetTop(rect, i * StoneSize + offset); 53 } 54 } 55 } 56 57 public bool NextOne(int row, int col) 58 { 59 if (m_Steps[row, col].StoneColor != StoneColor.Empty) 60 return false; 61 if (m_BanOnce.Row == row && m_BanOnce.Col == col) { 62 return false; 63 } 64 m_BanOnce.Row = m_BanOnce.Col = -1; 65 66 DrawStep(row, col); 67 bool isBlack; 68 if (m_Steps[row, col].StoneColor == StoneColor.Black) { 69 m_BlackSteps.Add(m_Steps[row, col]); 70 isBlack = true; 71 } else { 72 m_WhiteSteps.Add(m_Steps[row, col]); 73 isBlack = false; 74 } 75 m_EmptySteps.Remove(m_Steps[row, col]); 76 77 UpdateBlackBlocks(); 78 UpdateWhiteBlocks(); 79 if (isBlack) { 80 if (!UpdateDeadBlocks(m_WhiteBlocks)) 81 UpdateDeadBlocks(m_BlackBlocks); 82 } else { 83 if (!UpdateDeadBlocks(m_BlackBlocks)) 84 UpdateDeadBlocks(m_WhiteBlocks); 85 } 86 87 MoveCurrentRect(); 88 89 m_StepCount++; 90 91 StoneColor selfColor = isBlack ? StoneColor.Black : StoneColor.White; 92 bool isKillSelf = m_DeadBlocks.ContainsKey(m_StepCount - 1) 93 && m_DeadBlocks[m_StepCount - 1].Steps.Count == 1 94 && m_DeadBlocks[m_StepCount - 1].Steps[0].StoneColor == selfColor; 95 if (isKillSelf) { 96 m_DeadBlocks.Remove(m_StepCount - 1); 97 BackOne(); 98 return false; 99 } 100 101 return true; 102 }
2.关于提子
以 LinkSteps()方法为依托,提子不再是上下左右一通乱吃了,而是采用集合的办法,只需看看一块棋有没有气即可。其代码如下:
1 // + 2 // + + + 与 step 相连的棋子,包含自身 3 // + 根据 color 参数决定是所有,同色,黑色,白色,还是空色。 4 List<Step> LinkSteps(Step step, StoneColor color = StoneColor.Empty) 5 { 6 List<Step> links = new List<Step>(); 7 for (int i = -1; i < 2; i++) { 8 for (int j = -1; j < 2; j++) { 9 if (i == j || i == -j) { 10 continue; 11 } 12 if (InRange(step.Row + i, step.Col + j)) { 13 links.Add(m_Steps[step.Row + i, step.Col + j]); 14 } 15 } 16 } 17 links.Add(step); 18 if (color == StoneColor.All) { 19 return links; 20 } else { 21 links.RemoveAll(l => l.StoneColor != color); 22 return links; 23 } 24 }
当然,关于劫争,关于悔棋,非深入代码,不能明白。但 LinkSteps()是构成集合的基础。从集合的观点,研究围棋,相信比其他方法更为可行。